/*
* This file is part of Project SkyFire https://www.projectskyfire.org.
* See LICENSE.md file for Copyright information
*/

#ifndef SKYFIRE_GRID_H
#define SKYFIRE_GRID_H

/*
  @class Grid
  Grid is a logical segment of the game world represented inside SkyFire.
  Grid is bind at compile time to a particular type of object which
  we call it the object of interested.  There are many types of loader,
  specially, dynamic loader, static loader, or on-demand loader.  There's
  a subtle difference between dynamic loader and on-demand loader but
  this is implementation specific to the loader class.  From the
  Grid's perspective, the loader meets its API requirement is suffice.
*/

#include "Define.h"
#include "TypeContainer.h"
#include "TypeContainerVisitor.h"

// forward declaration
template<class A, class T, class O> class GridLoader;

template
<
    class ACTIVE_OBJECT,
    class WORLD_OBJECT_TYPES,
    class GRID_OBJECT_TYPES
>
class Grid
{
    // allows the GridLoader to access its internals
    template<class A, class T, class O> friend class GridLoader;
public:
    /** destructor to clean up its resources. This includes unloading the
    grid if it has not been unload.
    */
    ~Grid() { }

    /** an object of interested enters the grid
        */
    template<class SPECIFIC_OBJECT> void AddWorldObject(SPECIFIC_OBJECT* obj)
    {
        i_objects.template insert<SPECIFIC_OBJECT>(obj);
        ASSERT(obj->IsInGrid());
    }

    /** an object of interested exits the grid
        */
        //Actually an unlink is enough, no need to go through the container
        //template<class SPECIFIC_OBJECT> void RemoveWorldObject(SPECIFIC_OBJECT *obj)
        //{
        //    ASSERT(obj->GetGridRef().isValid());
        //    i_objects.template remove<SPECIFIC_OBJECT>(obj);
        //    ASSERT(!obj->GetGridRef().isValid());
        //}

        /** Refreshes/update the grid. This required for remote grids.
            */
            //void RefreshGrid(void) { /* TBI */}

            /** Locks a grid.  Any object enters must wait until the grid is unlock.
                */
                //void LockGrid(void) { /* TBI */ }

                /** Unlocks the grid.
                    */
                    //void UnlockGrid(void) { /* TBI */ }

                    // Visit grid objects
    template<class T>
    void Visit(TypeContainerVisitor<T, TypeMapContainer<GRID_OBJECT_TYPES> >& visitor)
    {
        visitor.Visit(i_container);
    }

    // Visit world objects
    template<class T>
    void Visit(TypeContainerVisitor<T, TypeMapContainer<WORLD_OBJECT_TYPES> >& visitor)
    {
        visitor.Visit(i_objects);
    }

    /** Returns the number of object within the grid.
        */
        //unsigned int ActiveObjectsInGrid(void) const { return i_objects.template Count<ACTIVE_OBJECT>(); }
    template<class T>
    uint32 GetWorldObjectCountInGrid() const
    {
        return i_objects.template Count<T>();
    }

    /** Inserts a container type object into the grid.
        */
    template<class SPECIFIC_OBJECT> void AddGridObject(SPECIFIC_OBJECT* obj)
    {
        i_container.template insert<SPECIFIC_OBJECT>(obj);
        ASSERT(obj->IsInGrid());
    }

    /** Removes a containter type object from the grid
        */
        //template<class SPECIFIC_OBJECT> void RemoveGridObject(SPECIFIC_OBJECT *obj)
        //{
        //    ASSERT(obj->GetGridRef().isValid());
        //    i_container.template remove<SPECIFIC_OBJECT>(obj);
        //    ASSERT(!obj->GetGridRef().isValid());
        //}

        /*bool NoWorldObjectInGrid() const
        {
            return i_objects.GetElements().isEmpty();
        }

        bool NoGridObjectInGrid() const
        {
            return i_container.GetElements().isEmpty();
        }*/

private:
    TypeMapContainer<GRID_OBJECT_TYPES> i_container;
    TypeMapContainer<WORLD_OBJECT_TYPES> i_objects;
    //typedef std::set<void*> ActiveGridObjects;
    //ActiveGridObjects m_activeGridObjects;
};
#endif
